In this presentation I connect the dots between Behavioral Psychology, Games and Persuasive-design Principles to show how real change can happen in health care.
This document discusses how gaming can provide solutions to make reality more engaging and meaningful. It outlines 14 "fixes" that games employ and how they could be applied to reality, such as: providing voluntary obstacles to challenge us, focusing our energy on things we enjoy, giving us a sense of purpose through clear goals and missions, improving our chances of success, and enabling stronger social connections and collaboration. The author argues that games reliably produce "flow" states and positive emotions that could help address issues like depression, hopelessness and disconnect in reality.
This document discusses serious games and their benefits for learning and engagement. Serious games effectively immerse learners through exciting and engaging experiences. They allow players to experiment safely and see the outcomes of their decisions. Detailed measurement in games drives self-awareness and improvement. Games match how adults naturally learn through experiential and problem-based learning. Research shows retention is highest when learning involves doing a simulation or game compared to traditional lectures. Badges in games serve important psychological functions like goal-setting, status/reputation, and group identification. Gamification relies more on psychology and user experience design than game design itself.
Would the real Mary Poppins please stand up? Approaches and Methods in Gamefu...Sebastian Deterding
This document discusses approaches and methods for gamification design. It outlines two conflicting theories of fun: fun as an additive substance that can be added to non-fun activities, or fun as an emergent quality that can arise from any well-designed system or activity. The document advocates following game design principles to restructure existing activities and find inherent challenges, then structuring them with goals, rules, and feedback to create engaging gameplay experiences. It emphasizes iterative playtesting to get the design right.
4 Keys and Psychology of Fun from Awareness to Impact GSummitNicole Lazzaro
Standing on top of a temple in Egypt I had a vision of how to change the world with play. Games and work both require decisions, only games are often more engaging. Today we can use what people are naturally inclined to do to architect systems of engagement to better themselves and their world. We can use these games to succeed where corporations and public service institutions have failed. We can use the psychology of fun to create games of engagement to make us happier and smarter, help us achieve our goals, solve challenging problems like poverty and climate change.
Research shows that people who are in a happy engaged brain states are 50% more productive. We can use the emotions from play to create brain states that drive success in the workplace and in life. Over thirty years games have evolved techniques to create strong emotions that drive play. Ultimately these games can actually deliver public services, such as Tilt World a game to plant 1 million trees. http://bit.ly/TiltWorld
Movies like Al Gore's Inconvenient Truth, viral videos like Kony 2012 raise awareness about important issues. Games, the medium of the 21st century, have the power to turn this awareness into action. In this talk we cover what brain states improve performance, how games create engagement to create these brain states, how to design the specific choices with the Four Keys to Fun, and ultimately how to amplify a game's impact on the player and the real world.
Are play and work opposites? In this invited keynote at the Control Systems 2016 conference in Stockholm, I argue that we hold three common misconceptions about work, play, and motivation that have us misjudge how work may be made more playful.
This document outlines an agenda for a learning game design workshop. It will include playing existing games to understand game mechanics, a primer on how games can support learning through motivation and feedback, and activities for participants to collaborate in designing their own games. The goal is for participants to learn principles of game design that can be applied to creating games for learning objectives. Breakout sessions are planned for designing games, with time for testing and revising the games.
Games will lead the way in the pleasure revolution because they are designed entirely for pleasure. Games provide clear feedback, a sense of progress, the possibility of success, mental and physical exercise, and a chance to satisfy curiosity and solve problems in a feeling of freedom. Pleasure is complex and contextual, involving discovery, thrill, fantasy, story, triumph, expression, challenge, and sensation. The five keys to motivational design are to make experiences appealing, engaging, effortless, uncheatable, and not embarrassing. Pleasure is the motivation for everything we do and the key to 21st century design. Designers can make experiences better by understanding guests and why and how they will like it more.
This document discusses how gaming can provide solutions to make reality more engaging and meaningful. It outlines 14 "fixes" that games employ and how they could be applied to reality, such as: providing voluntary obstacles to challenge us, focusing our energy on things we enjoy, giving us a sense of purpose through clear goals and missions, improving our chances of success, and enabling stronger social connections and collaboration. The author argues that games reliably produce "flow" states and positive emotions that could help address issues like depression, hopelessness and disconnect in reality.
This document discusses serious games and their benefits for learning and engagement. Serious games effectively immerse learners through exciting and engaging experiences. They allow players to experiment safely and see the outcomes of their decisions. Detailed measurement in games drives self-awareness and improvement. Games match how adults naturally learn through experiential and problem-based learning. Research shows retention is highest when learning involves doing a simulation or game compared to traditional lectures. Badges in games serve important psychological functions like goal-setting, status/reputation, and group identification. Gamification relies more on psychology and user experience design than game design itself.
Would the real Mary Poppins please stand up? Approaches and Methods in Gamefu...Sebastian Deterding
This document discusses approaches and methods for gamification design. It outlines two conflicting theories of fun: fun as an additive substance that can be added to non-fun activities, or fun as an emergent quality that can arise from any well-designed system or activity. The document advocates following game design principles to restructure existing activities and find inherent challenges, then structuring them with goals, rules, and feedback to create engaging gameplay experiences. It emphasizes iterative playtesting to get the design right.
4 Keys and Psychology of Fun from Awareness to Impact GSummitNicole Lazzaro
Standing on top of a temple in Egypt I had a vision of how to change the world with play. Games and work both require decisions, only games are often more engaging. Today we can use what people are naturally inclined to do to architect systems of engagement to better themselves and their world. We can use these games to succeed where corporations and public service institutions have failed. We can use the psychology of fun to create games of engagement to make us happier and smarter, help us achieve our goals, solve challenging problems like poverty and climate change.
Research shows that people who are in a happy engaged brain states are 50% more productive. We can use the emotions from play to create brain states that drive success in the workplace and in life. Over thirty years games have evolved techniques to create strong emotions that drive play. Ultimately these games can actually deliver public services, such as Tilt World a game to plant 1 million trees. http://bit.ly/TiltWorld
Movies like Al Gore's Inconvenient Truth, viral videos like Kony 2012 raise awareness about important issues. Games, the medium of the 21st century, have the power to turn this awareness into action. In this talk we cover what brain states improve performance, how games create engagement to create these brain states, how to design the specific choices with the Four Keys to Fun, and ultimately how to amplify a game's impact on the player and the real world.
Are play and work opposites? In this invited keynote at the Control Systems 2016 conference in Stockholm, I argue that we hold three common misconceptions about work, play, and motivation that have us misjudge how work may be made more playful.
This document outlines an agenda for a learning game design workshop. It will include playing existing games to understand game mechanics, a primer on how games can support learning through motivation and feedback, and activities for participants to collaborate in designing their own games. The goal is for participants to learn principles of game design that can be applied to creating games for learning objectives. Breakout sessions are planned for designing games, with time for testing and revising the games.
Games will lead the way in the pleasure revolution because they are designed entirely for pleasure. Games provide clear feedback, a sense of progress, the possibility of success, mental and physical exercise, and a chance to satisfy curiosity and solve problems in a feeling of freedom. Pleasure is complex and contextual, involving discovery, thrill, fantasy, story, triumph, expression, challenge, and sensation. The five keys to motivational design are to make experiences appealing, engaging, effortless, uncheatable, and not embarrassing. Pleasure is the motivation for everything we do and the key to 21st century design. Designers can make experiences better by understanding guests and why and how they will like it more.
Gamification - Extrinsic vs. Intrinsic RewardsJerome Sudan
Effective gamification arises from the understanding of a fundamental distinction between extrinsic and intrinsic motivational triggers.
Main visual: Romain Laurent.
Understanding how to reduce stress through mindfulness while playing video gamesFrank Chen
The document discusses how mindfulness practices like yoga, meditation, and breathing can reduce stress, and how certain video games incorporate similar stress-reducing elements through physical activity feedback, social engagement, and immersive gameplay. It outlines mindfulness techniques, video game practices, the intersection between the two, and poses questions about how to design games that balance engagement and reflection to reduce player stress.
Professional development for high school teachers about motivational factors to consider when developing or evaluating any learning program, including gamification programs.
On March 5th, 2010 the UNH Wildcats, Whittemore School of Business, New Hampshire Division of Economic Development and Public Service of New Hampshire hosted a unique afternoon workshop at UNH aimed at building teams, developing effective leaders and stimulating innovation.
The "Wild for Innovation" workshop was developed specifically for New Hampshire business leaders and their teams, and included presentations like this one, on developing effective and innovative teams, by Vanessa Druskat.
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...Sebastian Deterding
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
This document discusses gamification and defines it as using game design elements in non-game contexts. It discusses different definitions and notes that gamification should focus on player enjoyment and motivation rather than just points, badges, and leaderboards. The document recommends using self-determination theory to understand what motivates players.
Gamification:the new key to success.How gamification is applied in education.Dorina.Izbisciuc
"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
An in-service presentation for marketing and fund development professionals covering the importance of story telling, the reason for its effectiveness, storytelling tips & sins to avoid, and three common copywriting formulae to consider (Star-Story-Solution, WASH & ACCA).
Gamification: A New Way to Influence BehaviorAndy Petroski
9/17/13 IABC Harrisburg presentation
Many slides thanks to Charles Palmer (http://www.slideshare.net/charlespalmerhu)
Gamification is the concept of applying game techniques to non-game environments. It emerged from customer loyalty programs based primarily on number of purchases.
In the past few years, marketers have expanded upon early customer loyalty programs and applied techniques from games (like story, levels, competition, leaderboards, challenges, etc.) to increase customer engagement, loyalty and, ultimately, purchases & satisfaction.
Unlike basic marketing techniques that depended on purchase frequency or amount to trigger rewards, gamification is often a more frequent reward system with ongoing rewards coming in the form of what is traditionally gameplay feedback.
Beyond marketing, gamification is being used to motivate learners in education and impact behavior change in healthcare.
Collaborative games encourage participants in an elicitation activity to collaborate in building a joint understanding of a problem or a solution. Collaborative games refer to several structured techniques inspired by game play and are designed to facilitate collaboration. During this webinar we will review the elements such as game purpose, process, outcome and various examples of collaborative games (product box, affinity map and fishbowl).
The Killer CEO: How Leaders Influence Their Organizations for Good or EvilThe TRACOM Group
Learn the impacts of change both on business and individuals, what it means to be a great leader in a changing environment, and how people can rewire their brain to adapt to the changing world.
How can you transform your organization keeping a focus on the human aspect of sustainability? A different perspective in the pursuit of creating egonomic organization applying game design
Boost your Social and Emotional Intelligence!Wright
The document discusses social and emotional intelligence. It summarizes that a long-term study found that abilities like handling frustration and controlling emotions predict later life success and happiness. It then lists benefits of developing social and emotional intelligence like increased productivity, sales, doctor accuracy, and more. The document defines social and emotional intelligence and outlines key elements like self-awareness, self-management, and social awareness. It suggests improving social and emotional skills for career success, relationships, well-being and sense of flourishing.
7 Gamification Techniques to Enliven Your E-learningEnspire Learning
This document discusses 7 gamification techniques to enliven e-learning: personalization, feedback, badges/points/rewards, competition, collaboration, levels, and virtual worlds. It identifies different types of gamers based on the Bartle Test: achievers who enjoy building mastery through incremental levels; explorers who enjoy self-directed experimentation and world building; and socializers and killers who enjoy working in groups and competing individually or in teams. The document suggests using techniques like celebrating accomplishments and incremental levels for achievers, freedom to fail and world building for explorers, and collaboration/competition mechanics for socializers and killers.
Games that are tenaciously placed in the therapeutic situations are the most important ones for the professional analyst to be aware of. They can be most readily studies first hand in the consulting room.
This document discusses strategies for building thriving online communities. It addresses challenges like starting a new community, encouraging commitment and contributions, and regulating behavior. It suggests using both extrinsic motivations like rewards and intrinsic motivations like fun to increase contributions. Gamification techniques from game design, like adding goals, feedback, and social interaction, can make tasks more enjoyable. Both verbal rewards and tangible rewards can motivate, though too many rewards may reduce intrinsic motivation. The document outlines strategies for gaining critical mass, looking after existing users, retaining users, keeping users busy, and discouraging lurking. It concludes with groups analyzing slides to identify issues and propose solutions for managing online community users.
This document discusses bringing together diverse groups to work collaboratively. It argues that approaches that foster competition tend to amplify winners and losers, while evidence-based social-emotional problem solving and connecting complex systems can catalyze cooperation, creativity, and boost pro-social behaviors. Dream teams composed of people from different backgrounds working as co-players and co-conversationalists may help address issues that touch all of us.
1. The document discusses different approaches to studying play and performance, including focusing on what people do during activities, integrating artistic practice into study, and using participant observation fieldwork methods.
2. It outlines Richard Schechner's framework for analyzing play, which examines the structure, process, experience, function, evolution, ideology, and framing of play acts.
3. The exercise asks participants to teach a childhood game to the group, then discuss the game's structure, rules, signaling of play, and whether the group found it enjoyable.
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.
Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
Gamification - Extrinsic vs. Intrinsic RewardsJerome Sudan
Effective gamification arises from the understanding of a fundamental distinction between extrinsic and intrinsic motivational triggers.
Main visual: Romain Laurent.
Understanding how to reduce stress through mindfulness while playing video gamesFrank Chen
The document discusses how mindfulness practices like yoga, meditation, and breathing can reduce stress, and how certain video games incorporate similar stress-reducing elements through physical activity feedback, social engagement, and immersive gameplay. It outlines mindfulness techniques, video game practices, the intersection between the two, and poses questions about how to design games that balance engagement and reflection to reduce player stress.
Professional development for high school teachers about motivational factors to consider when developing or evaluating any learning program, including gamification programs.
On March 5th, 2010 the UNH Wildcats, Whittemore School of Business, New Hampshire Division of Economic Development and Public Service of New Hampshire hosted a unique afternoon workshop at UNH aimed at building teams, developing effective leaders and stimulating innovation.
The "Wild for Innovation" workshop was developed specifically for New Hampshire business leaders and their teams, and included presentations like this one, on developing effective and innovative teams, by Vanessa Druskat.
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...Sebastian Deterding
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
This document discusses gamification and defines it as using game design elements in non-game contexts. It discusses different definitions and notes that gamification should focus on player enjoyment and motivation rather than just points, badges, and leaderboards. The document recommends using self-determination theory to understand what motivates players.
Gamification:the new key to success.How gamification is applied in education.Dorina.Izbisciuc
"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
An in-service presentation for marketing and fund development professionals covering the importance of story telling, the reason for its effectiveness, storytelling tips & sins to avoid, and three common copywriting formulae to consider (Star-Story-Solution, WASH & ACCA).
Gamification: A New Way to Influence BehaviorAndy Petroski
9/17/13 IABC Harrisburg presentation
Many slides thanks to Charles Palmer (http://www.slideshare.net/charlespalmerhu)
Gamification is the concept of applying game techniques to non-game environments. It emerged from customer loyalty programs based primarily on number of purchases.
In the past few years, marketers have expanded upon early customer loyalty programs and applied techniques from games (like story, levels, competition, leaderboards, challenges, etc.) to increase customer engagement, loyalty and, ultimately, purchases & satisfaction.
Unlike basic marketing techniques that depended on purchase frequency or amount to trigger rewards, gamification is often a more frequent reward system with ongoing rewards coming in the form of what is traditionally gameplay feedback.
Beyond marketing, gamification is being used to motivate learners in education and impact behavior change in healthcare.
Collaborative games encourage participants in an elicitation activity to collaborate in building a joint understanding of a problem or a solution. Collaborative games refer to several structured techniques inspired by game play and are designed to facilitate collaboration. During this webinar we will review the elements such as game purpose, process, outcome and various examples of collaborative games (product box, affinity map and fishbowl).
The Killer CEO: How Leaders Influence Their Organizations for Good or EvilThe TRACOM Group
Learn the impacts of change both on business and individuals, what it means to be a great leader in a changing environment, and how people can rewire their brain to adapt to the changing world.
How can you transform your organization keeping a focus on the human aspect of sustainability? A different perspective in the pursuit of creating egonomic organization applying game design
Boost your Social and Emotional Intelligence!Wright
The document discusses social and emotional intelligence. It summarizes that a long-term study found that abilities like handling frustration and controlling emotions predict later life success and happiness. It then lists benefits of developing social and emotional intelligence like increased productivity, sales, doctor accuracy, and more. The document defines social and emotional intelligence and outlines key elements like self-awareness, self-management, and social awareness. It suggests improving social and emotional skills for career success, relationships, well-being and sense of flourishing.
7 Gamification Techniques to Enliven Your E-learningEnspire Learning
This document discusses 7 gamification techniques to enliven e-learning: personalization, feedback, badges/points/rewards, competition, collaboration, levels, and virtual worlds. It identifies different types of gamers based on the Bartle Test: achievers who enjoy building mastery through incremental levels; explorers who enjoy self-directed experimentation and world building; and socializers and killers who enjoy working in groups and competing individually or in teams. The document suggests using techniques like celebrating accomplishments and incremental levels for achievers, freedom to fail and world building for explorers, and collaboration/competition mechanics for socializers and killers.
Games that are tenaciously placed in the therapeutic situations are the most important ones for the professional analyst to be aware of. They can be most readily studies first hand in the consulting room.
This document discusses strategies for building thriving online communities. It addresses challenges like starting a new community, encouraging commitment and contributions, and regulating behavior. It suggests using both extrinsic motivations like rewards and intrinsic motivations like fun to increase contributions. Gamification techniques from game design, like adding goals, feedback, and social interaction, can make tasks more enjoyable. Both verbal rewards and tangible rewards can motivate, though too many rewards may reduce intrinsic motivation. The document outlines strategies for gaining critical mass, looking after existing users, retaining users, keeping users busy, and discouraging lurking. It concludes with groups analyzing slides to identify issues and propose solutions for managing online community users.
This document discusses bringing together diverse groups to work collaboratively. It argues that approaches that foster competition tend to amplify winners and losers, while evidence-based social-emotional problem solving and connecting complex systems can catalyze cooperation, creativity, and boost pro-social behaviors. Dream teams composed of people from different backgrounds working as co-players and co-conversationalists may help address issues that touch all of us.
1. The document discusses different approaches to studying play and performance, including focusing on what people do during activities, integrating artistic practice into study, and using participant observation fieldwork methods.
2. It outlines Richard Schechner's framework for analyzing play, which examines the structure, process, experience, function, evolution, ideology, and framing of play acts.
3. The exercise asks participants to teach a childhood game to the group, then discuss the game's structure, rules, signaling of play, and whether the group found it enjoyable.
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.
Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
The document appears to be a list containing actions and skills related to physical movement, communication, analysis, and education. It includes skills such as jumping, dancing, following safety rules, listening, analyzing sentences, painting with charcoal, relaxing muscles, and stretching. The actions cover a wide range of topics from fundamental movements and skills to comprehension, characterization, valuation, and evaluation.
1. The document describes a new "Access Group" feature in SAMS V2 that allows grouping devices from different locations to assign access permissions to employees.
2. Key points include selecting multiple devices across locations and sending approval requests to authorized persons when an access group is assigned to an employee.
3. To create an access group, the user selects a name and locations, checks required devices, sets approval needs, and saves the data. This allows employees to be granted access to configured locations once the access group is assigned.
This document discusses transboundary zoonotic diseases from an Indian perspective. It begins by defining transboundary zoonotic diseases and providing some examples. It then discusses several major disease outbreaks and pandemics that have impacted India and the world, including plague, cholera, avian influenza, Nipah virus, and SARS. It notes factors that have contributed to the emergence and spread of zoonotic diseases, such as population growth, increased trade and travel, agricultural intensification, and environmental changes. The document emphasizes that India's large population, biodiversity, agricultural sector, and trade relationships make it vulnerable to zoonotic diseases and their impacts.
Abstract della presentazione di Daniela Rao, TLC Research & Consulting Director di IDC Italia, tenuta all’IDC Mobiz - Mobility Forum 2014 di Roma, il 12 Marzo 2014
Safety, family travel, and cultural awareness are major concerns in the tourism industry. Trends include increased interest in sporting events and package tours, as well as a shift from mass marketing to niche marketing. Technology trends that impact travel include advances in communications, transportation, recreation equipment, and exploration of outer space and the deep ocean.
Total Mobility Law offers legal services to help startups establish a global strategy and cross-border structure. They provide an initial analysis of a startup's global needs and then develop an action plan to comply with corporate, tax, employment, and immigration laws in target countries. Total Mobility Law identifies local advisors, implements the strategy, and provides ongoing management and compliance support through fixed-fee arrangements. This allows startups to focus on business growth while benefiting from an international presence and remaining legally compliant abroad.
Presentazione integrale di Fabio Rizzotto, IT Research & Consulting Director di IDC Italia, portata al roadshow sulla cloud transformation nelle aziende italiane che si è svolto a fine 2012 nelle città di Roma, Bologna, Bari, Torino e Padova
The document provides an overview of a behavior change design workshop presented by Olga Elizarova and Ciara Taylor. The agenda includes an icebreaker, introductions to behavior change design, behavior change theories, game design, and a game activity. The workshop aims to teach participants how to use behavior change and game design principles to create interventions that promote sustainable behavior change.
Serious Games - How to use the most powerful communication tool of the next g...Nico King
The first step to effective communication is getting people’s attention, but what comes next? Learn from examples in Advergaming, Staff Training, and Games For Change to find out why they are effective at translating ideas into first-person experiences, and how that can be applied to businesses today.
This document discusses the use of gamification in social media and business. It describes how social games on platforms like Facebook bring elements of games into social networks to encourage socializing. It then discusses how gaming is not necessarily unhealthy and can provide benefits like stress relief and social interaction. The document goes on to define gamification as applying game design elements to non-game applications. It provides examples of how gamification can motivate users and engage them in meaningful tasks. Finally, it discusses some specific health-focused games and applications that use gamification to encourage exercise and provide health information.
The document discusses using social gaming at events to engage attendees. It describes how gaming can improve events by supporting business objectives and stakeholders while helping alleviate boredom. Gaming fosters community and innovation by creating a fun, safe space that promotes learning, problem-solving, emotional engagement and competition. Different types of games and mechanics are presented, along with ideas for games like earning CECs/CEUs, incorporating CSR activities, geocaching and augmented reality. The overall message is that gaming can enhance events by improving engagement and experiences for attendees.
InGame's Stephen Knightly presented to learning and development managers about some uses of gamification and game-based learning in New Zealand businesses.
Designing Social Interfaces: 5 Principles, 5 Practices, 5 Anti-PatternsBayCHI
This document outlines 5 principles and 5 practices for designing social interfaces, as well as 5 anti-patterns to avoid. The 5 principles are paving cowpaths, talking like a person, being open and playing well with others, learning from games, and respecting ethical dimensions. The 5 practices discussed are giving people identity and a social object, enabling activities and bridging real life and online connections. The 5 anti-patterns warned against are cargo cult design, breaking email conventions, weak password security, building a fake "Potemkin village" community, and an unbalanced ecosystem. The document provides examples and guidance for applying each principle and practice, and avoiding the anti-patterns.
The Power of Play: Learning with The Knowledge GuruScott Thomas, MBA
How do you use the power of play to help people learn? ExactTarget, a global software as a service (SaaS) company, did it with a custom game created with the Knowledge Guru game engine. Players got immersed; the company got learning results.
The Knowledge Guru mobile or desktop game uses repetition and spaced learning to ensure long-term retention. This session will showcase the game and tell you how and why it works. It will also demo Knowledge Guru’s ability to track the learning as players play.
My Fall semester thesis work on Cognitive Design culminated in a presentation for a final review with my advisors. This slideshow encompasses my primary and secondary research on this topic, as well as my Cognitive Design probes. Finally, I propose a plan for my Spring semester thesis work.
#BR4041UL is a Broadening programme looking at Social Media for the Social Good. This is a background lecture on gamification, from definitions to criticisms to design considerations.
Designing games for learning at the EMCAnn DeMarle
Intro presentation for NEASC conference describing games for learning illustrated through two EMC projects: BREAKAWAY for the United Nations, and two Cystic Fibrosis games Ludicross and Creep Frontier
Gamification seems to be all the rage in customer engagement, but does it really work for utilities? Is getting customers to participate in and recommend energy-efficiency programs all fun and games? Could Candy Crush hold the key to behavior change?
The document discusses principles of video game design that could be applied to clinical practice. It introduces five principles: the full experience principle, risk taking principle, discovery principle, generalization principle, and rewards system principle. For each principle, examples are given from popular video games. The document proposes discussing in groups how each principle relates to client learning and clinical practice. Groups will then report out examples of how the principles could be incorporated into practice. The document concludes with references and URLs related to the content.
Gamification talk I gave at LOGIN April 2011. Could also be titled: Doing Gamification the Right Way.
A couple months later, Gartner made it official and put gamifiaction on their hype cycle curve. They were a little more generous than I was.
Gamification is applying game mechanics to non-game activities to motivate behavior change. The goal of gamification is to engage and get people participating, sharing, and interacting through compelling experiences. This increases revenue through enhanced engagement and loyalty. Gamification can be used in health, education, public policy, e-commerce, and social platforms. Effective gamification involves defining objectives, target behaviors, players, activity loops, and using tools like badges, leaderboards, points, and incentives. The MDA framework outlines mechanics, dynamics, and aesthetics for game design. Understanding player motivations like mastery, achievement, socializing, and fun is important. Case studies show how companies like GetGlue and Nike have gamified
The document describes the development of a board game called Happify to educate the public about concepts of subjective well-being (happiness) in an engaging way. The game incorporates research findings on how memory, mood, and adaptation impact happiness over time. Volunteers created game mechanics and cards to illustrate how various life experiences and activities can positively or negatively influence subjective well-being. Through playtesting, they refined the prototype and hosted an event where over 30 people played and learned while enjoying the game. The creators were able to balance fun gameplay with conveying empirical research findings on happiness.
Behaviour change is the measurable outcome of good UX design. Here's a review of a few design techniques and processes to help UX designers to create sustainable behaviour change.
Claudia-Santi Fernandes, Associate Research Scientist | play2PREVENT Lab, Yale Center for Health & Learning Games | Schell Games and John Joy, Advanced Producer | Schell Games
Practice What You Preach: Strategies for a Positive Environment
Funded by the Chan Zuckerberg Initiative, the play2PREVENT Lab, Schell Games, and the Yale Center for Emotional Intelligence teamed up to develop a tool to measure school climate that was also a game empowering teens to take action and improve their school climate. Relatable stories throughout this digital experience allowed teens to navigate dilemmas in one’s school climate as well as strategize ways to address and make it better. Research shows that a positive school climate has a huge impact on the ability for a student to learn and achieve success. As our teams built out this digital experience, it was equally important for us to practice the many strategies within our process.
Can we take the same strategies and concepts to foster a positive working environment that acknowledges our differences and challenges, but sets the lens on bringing out the best in our own unique dynamic? In essence, can we practice what we preach?
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
This document discusses how gamification can be used in enterprises to increase employee engagement and innovation. It defines gamification as embedding game mechanics into work to motivate employees, customers, and partners. The document outlines why gamification is important given trends in gaming and engagement. It provides examples of successful business uses of gamification and discusses different game mechanics and psychological factors that can intrinsically motivate users. The document cautions that gamification requires more than just points and rewards, and that the goals and experience must be compelling for long-term impact.
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From Games to Change: Full Indie Summit presentation Aug 9 2014
1. From Games to Change
Connecting the dots between Behavioural Psychology,
Games and Persuasive-design Principles
to show how real change can happen in health care.
August 9, 2014 Full Indie SummitMorning Session
4. Bridge from Play to Games
Games structure and intensification play by
adding:
• Goal/Win State
• Rules
• Feedback System
• Voluntary participation
5. Playing a game is the voluntary attempt to overcome unnecessary
obstacles. -Bernard Suits
6. Video games use the science of
telemetry, data mining and analytics
to perfect their understanding of how
players experience play and formalize
that into repeatable game
components.
9. Flow: The Psychology of Optimal Experience, Csíkszentmihályi
There are nine component states of achieving flow (Fullagar & Kelloway):
• challenge-skill balance,
• merging of action and awareness,
• immediate and unambiguous feedback,
• concentration on the task at hand,
• paradox of control,
• transformation of time,
• loss of self-consciousness,
• autotelic [intrinsically-rewarding] experience.”
13. When do serious games make sense?
There’s time to play
There’s a reason to deepen engagement
There’s a discrete player behaviour to motivate
There’s risk to overcome in experimenting with the
new
Rote learning is ineffective
Context counts
When fun matters….
14. Motivation underlies Change Games
What is motivating:
• Cognitive biases (Behavioural Psychology)
• The 90%
Success Threshold (CBT- Motivational
Interviewing)
• the Zone of Proximal control; Goal Gradient (CBT)
• Agency: voluntary, autonomous, personalized, choice
• Goal setting (CBT)
• Commitment, reciprocal social obligation
• Novelty, changing cues and triggers
• Feedback on incremental progress (CBT)
• Challenge interspersed with easy delight
Behavioral Psychology & Cognitive
Behavioural Therapy
15. “The best games have at least 3 out of 4 keys.”
Four Keys to Fun
• Oxytocin
• Amusement
• Moving together,
gestures
• Teasing, Encouraging
• Dopamine
• Progress
• Completion
• Feedback
• Meaningful
• Control
• Creativity
• Exploration
• Fantasy
• Endorphins,
dopamine
• Frustration,
obstacles
• Fiero o/
• Relief
Hard
Fun
Easy
Fun
People
Fun
Serious
Fun
Source: Nicole Lazarro, XEO design
18. Ayogo’s Design Pillars
● Stories
● Imagery
● Themes
● Game
characters
● Avatars
● Peer-to-peer
communication
● Reciprocal social
obligation
● Gifting
● Encouragement
Narrative
Social
Connectivity
● Gamification
● Education
● Repetition
● Increasing
difficulty
Progressive
Mastery
19. User-Centered
Design
Player Part
Business
model
Client Part
Don’t try to do
it all!
Smart Part
feedback,
social &
narrative
Hard Part
Emotion: Fear
down, Fun up
Fun Part
Short burst of
extrinsic
Addictive
Part
Not found =
not played
Obvious Part
The Ayogo Model Rules for
Behavior Change Games
20. Connect with me on LinkedIn
linkedin.com/in/mavisdixon
mavis@ayogo.com
Thank you!
21. Connect with me on LinkedIn
linkedin.com/in/mavisdixon
mavis@ayogo.com
Samples of Work
22. Habit Building - Personalization
● In T2T, users can
choose what areas of
their health they want
to focus on
24. “Think of points and badges being to games
what page numbers and chapter headings
are to literature. Sure – they can give you a
sense of how far you've come and how
many pages you have to go, but what's the
story?”
-Michael Fergusson, CEO of Ayogo Health.